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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-rendering-large-divisor.html | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-rendering-large-divisor.html')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-rendering-large-divisor.html | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-rendering-large-divisor.html b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-rendering-large-divisor.html new file mode 100644 index 0000000000..229649ee3c --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/rendering/instanced-rendering-large-divisor.html @@ -0,0 +1,145 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL Instanced Arrays Conformance Tests - large vertex attrib divisors</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/desktop-gl-constants.js"></script> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"></script> +</head> +<body> +<div id="description"></div> +<canvas id="canvas"> </canvas> +<div id="console"></div> +<script id="outputVertexShader" type="x-shader/x-vertex">#version 300 es +layout(location = 0) in vec2 a_position; +layout(location = 1) in float a_positionOffset; +layout(location = 2) in vec4 a_color; +out vec4 v_color; +void main() +{ + gl_Position = vec4(a_position.x * 0.05 + a_positionOffset, a_position.y * 0.05, 0.0, 1.0); + v_color = a_color; +} +</script> + +<script id="outputFragmentShader" type="x-shader/x-fragment">#version 300 es +precision highp float; +in vec4 v_color; +out vec4 my_FragColor; +void main() +{ + my_FragColor = v_color; +} +</script> + +<script> +"use strict"; +description("Test switching vertex attrib divisor of one attribute between different large values"); +// This is a regression test for http://anglebug.com/2832 + +debug(""); + +var wtu = WebGLTestUtils; +var canvas = document.getElementById("canvas"); +canvas.width = 256; +canvas.height = 256; +var gl = wtu.create3DContext(canvas, null, 2); + +var colorDivisor = 65536 * 2; + +if (!gl) { + testFailed("WebGL context does not exist"); +} else { + testPassed("WebGL context exists"); + + runTest(); +} + +function runTest() { + var program = wtu.setupProgram(gl, ["outputVertexShader", "outputFragmentShader"]); + + gl.clearColor(0.0, 0.0, 1.0, 1.0); + + wtu.setupIndexedQuadWithOptions(gl, {positionLocation: 0}); + + var offsetBuf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, offsetBuf); + // Note that only the first two offsets below should be used for rendering. + // We add some extra ones to the buffer since it can reveal if a too small divisor is used on the WebGL backend. + var offsetData = []; + for (var i = 0; i < 4; ++i) { + offsetData.push(0.0 + i * 0.25); + } + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(offsetData), gl.DYNAMIC_DRAW); + + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 1, gl.FLOAT, false, 0, 0); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up vertex buffer should succeed"); + + var colorBuf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, colorBuf); + // Red and green colors. + var colorData = new Float32Array([1.0, 0.0, 0.0, 1.0, + 0.0, 1.0, 0.0, 1.0]); + gl.bufferData(gl.ARRAY_BUFFER, colorData, gl.DYNAMIC_DRAW); + + gl.enableVertexAttribArray(2); + gl.vertexAttribPointer(2, 4, gl.FLOAT, false, 0, 0); + gl.vertexAttribDivisor(2, colorDivisor); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Setting up color buffer should succeed"); + + var divisorsToTry = [ + 256, + 65536, + 65536 * 2 + ]; + + for (var i = 0; i < divisorsToTry.length; ++i) { + runDrawElementsTest(divisorsToTry[i]); + } +} + +function runDrawElementsTest(divisor) { + debug("Using divisor " + divisor); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.vertexAttribDivisor(1, divisor); + + var instanceCount = divisor + 1; + var quadsRendered = Math.floor((instanceCount - 1) / divisor) + 1; + + gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0, instanceCount); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "Instanced draw should succeed"); + + for (var quadIndex = 0; quadIndex < quadsRendered + 1; ++quadIndex) { + var quadX = Math.floor((quadIndex / 8) * 256 + 128); + var quadY = 128; + if (quadIndex < quadsRendered) { + var quadColorIndex = Math.floor((quadIndex * divisor) / colorDivisor); + if (quadColorIndex == 0) { + wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [255, 0, 0, 255]); + } else { + wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [0, 255, 0, 255]); + } + } else { + wtu.checkCanvasRect(gl, quadX, quadY, 1, 1, [0, 0, 255, 255]); + } + } +} + +debug(""); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |